Move ttMove, move, excludedMove, bestMove;
Depth extension, newDepth;
Value bestValue, value, ttValue, eval, maxValue;
- bool ttHit, ttPv, inCheck, givesCheck, improving, didLMR, priorCapture;
+ bool ttHit, ttPv, inCheck, givesCheck, improving , didLMR, priorCapture;
bool captureOrPromotion, doFullDepthSearch, moveCountPruning, ttCapture, singularLMR;
Piece movedPiece;
int moveCount, captureCount, quietCount;
&& eval <= alpha - RazorMargin)
return qsearch<NT>(pos, ss, alpha, beta);
- improving = (ss-2)->staticEval == VALUE_NONE ? (ss->staticEval >= (ss-4)->staticEval
- || (ss-4)->staticEval == VALUE_NONE) : ss->staticEval >= (ss-2)->staticEval;
+ // (~13 Elo)
+ improving = (ss-2)->staticEval == VALUE_NONE ? (ss->staticEval > (ss-4)->staticEval
+ || (ss-4)->staticEval == VALUE_NONE) : ss->staticEval > (ss-2)->staticEval;
// Step 8. Futility pruning: child node (~50 Elo)
if ( !PvNode
// Step 16. Reduced depth search (LMR, ~200 Elo). If the move fails high it will be
// re-searched at full depth.
if ( depth >= 3
- && moveCount > 1 + 2 * rootNode
+ && moveCount > 1 + rootNode + (rootNode && bestValue < alpha)
&& (!rootNode || thisThread->best_move_count(move) == 0)
&& ( !captureOrPromotion
|| moveCountPruning